conditionMet
Definition
-- @/lua/ge/extensions/gameplay/missions/unlocks.lua:10
-- This function recursively processes a condition, generating label, if the condition is met etc.
local function conditionMet(condition)
local conditionType = conditionTypes[condition.type]
if not conditionType then
conditionType = conditionTypes['missing']
end
local met, nested = conditionType.conditionMet(condition)
local label = conditionType.getLabel(condition)
return {met = met, condition = condition, nested = nested, label = label, hidden = conditionType.hidden}
end
Callers
@/lua/ge/extensions/gameplay/missions/unlocks.lua
local met, nested = conditionType.conditionMet(condition)
local label = conditionType.getLabel(condition)
for _, mission in ipairs(missions) do
local startableInfo = conditionMet(mission.startCondition or deepcopy(conditionTypes['always']))
mission.unlocks = mission.unlocks or {}
else
local visibleInfo = conditionMet(mission.visibleCondition or deepcopy(conditionTypes['always']))
mission.unlocks.visible = visibleInfo.met
@/lua/ge/extensions/gameplay/missions/unlocks/conditions/genericConditions.lua
for _, cond in ipairs(c.nested or {}) do
local cMet = gameplay_missions_unlocks.conditionMet(cond)
met = met and cMet.met
for _, cond in ipairs(c.nested or {}) do
local cMet = gameplay_missions_unlocks.conditionMet(cond)
met = met or cMet.met
@/lua/ge/extensions/gameplay/missions/unlocks/conditions/vehicleConditions.lua
conditionMet = function(c)
if not M.vehicleDriven.conditionMet(c) then return false end
local vDetails = core_vehicles.getCurrentVehicleDetails()